The Hi3d/Texture Model: How it Can Create Textured 3D Assets
Overview
hi3d/texture is maintained by hitem3d. Hi3D Texture applies a reference image to an existing geometry mesh and returns a textured 3D asset. It fits workflows that already have a GLB mesh and need image-guided surface appearance rather than new geometry generation.
The key decision is input compatibility: the mesh must be supplied as a GLB, while the reference image can be PNG, JPEG, or WebP up to 20MB. The endpoint supports the hitem3dv1.5 and scene-portraitv1.5 texture models, with resolution choices constrained by the selected model.
Best Use Cases
- Texture an untextured GLB produced by another 3D-generation workflow, including geometry from an image-to-3D endpoint with texturing disabled.
- Prototype image-guided asset appearance for games, visualization, product concepts, or digital scenes when the geometry already exists.
- Reuse one mesh with different reference images to explore surface treatments without regenerating geometry.
- Export a generated asset in a downstream-friendly format such as GLB,...
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